Papers by Paolo Ruffino
This issue of GAME Journal offers an overview and a series of case studies on video games from th... more This issue of GAME Journal offers an overview and a series of case studies on video games from the point of view of subcultural theory. There has been little work in game studies from this perspective, which offers a theoretical frame for the ever growing complexity of the audiences involved with the medium of the video game. The study of subcultures on the other hand has a long standing and complex tradition which culminates in what has been recently defined as the “post-subcultural” theoretical scenario.
This introduction provides, firstly, an overview of how subcultural theory could contribute to a study of games and gamers. It will discuss the implications of a study of video game subcultures and the complexity of such an endeavour. The first section will mostly review some of the most recent literature that addresses this topic, trying to evaluate how much has been said, and how it could contribute to a cultural study of video games. Secondly, the introduction will look at the pieces that are collected in this issue. The curated contributions are divided into two sections. The first part collects peer-reviewed essays that critically analyse specific cases and assess the relevance of a study of video game subcultures for the theoretical understanding of game culture as a whole. The second part, the “critical section” (now a constant presence in issues of GAME Journal), is comprised of texts that look at cases that have a geographical specificity.
"The problem I would like to highlight in this contribution is that gamification has been thought... more "The problem I would like to highlight in this contribution is that gamification has been thought about too much as a tool for problem solving, and not enough as a tool for problem making, which instead could be more useful – although maybe paradoxically. I will present and analyse some cases that rather than pretending to solve problems, raise instead new questions and perspectives on emerging or existent issues. I will propose this as a more effective, interesting and creative way of doing social change through video games."
This book is about gamification, and much more. The publication intends to explore the concept of... more This book is about gamification, and much more. The publication intends to explore the concept of gamification, its history and applications, its implications for theory and practice. It also aims at doing more than simply mapping a trend, or providing guidelines for the design of gamification apps. In this book the concept of gamification will be rethought, through several distinct approaches and a multitude of questions. (...)
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Independent gaming, by describing itself as 'independent', automatically establishes its opposing... more Independent gaming, by describing itself as 'independent', automatically establishes its opposing force: a 'dependent', mainstream industry to be emancipated from. However, such a narrative of emancipation does not seem to propose a solid ground for its definition. Independent gaming is often presented as based on a technological revolution in the processes of game development. Also, it appears to be based on the alleged freedom of the independent developers, who overcome the restrictions imposed by the mainstream industry in order to express themselves through a personal, almost intimate work. Such enthusiastic descriptions can be easily counter-balanced by noting the difficulties and risks of independent game development, which forces the designers to struggle to find sufficient budget and exposure to produce and promote their work.
The concept of ‘independence’ seems to have emerged in video game culture as a discursive redefinition of some of the practices of production of a game product. As such, it is not only descriptive but also generative of further practices and interpretations. In this paper I would like to propose an understanding of independent gaming not as based on an actual revolution (being it technological, economic or based on a different organization of work), but more as a change in the discourses surrounding contemporary video game culture. As such, it can be understood for the influences it receives and replicates, such as those coming from the creative industries and contemporary forms of immaterial labor. I will look at some specific cases, such as the ways in which articles, public events and the documentary 'Indie game: the movie' present independent gaming. I will debate which kind of 'independence' is outlined through the discourses produced within these contexts.
This analysis does not intend to flatten independent gaming as a mere mirroring of practices coming from other media contexts, but rather proposes to look at it from a different perspective, which could possibly support a partial redefinition of its narrative. This could advocate a milder focus on the individual as an agent of artistic and cultural innovation, and more attention instead to the practices of co-operation which might emerge from a more flexible organization in the production of digital games.
Edited books by Paolo Ruffino
G|A|M|E – n. 3/2014
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstrea... more G|A|M|E – n. 3/2014
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
Edited by M. B. Carbone & P. Ruffino
M. B. Carbone & P. Ruffino – Introduction: games and subcultural theory
G. Zhang – The stroller in the virtual city: spatial practice of Hong Kong players in Sleeping Dogs
R. Gallagher – From camp to kitsch? A queer eye on console fandom
T. Plothe – “I’m a rogue night elf”. Avatars, gaming and The Big Bang Theory
I. Márquez – Playing new music with old games: The chiptune subculture
G. Menotti – Videorec as gameplay: Recording of playthroughs and video game engagement
A. Harvey – Twine’s revolution: Democratization, depoliticization, and the queering of game design
H. Tyni & O. Sotamaa – Assembling a game development scene? Uncovering Finland’s largest demo party
Cover Art: KINSHASA vs AKIHABARA (Giovanni Fredi – http://kinshasavsakihabara.com)
Vol. 2 – Critical notes (non-peer reviewed)
M. Fuchs – Nordic game subcultures: between LARPers and avant-garde
T. Oliveira, E. Ferreira, L. Carvalho & A. Boechat – Tribute and Resistance: Participation and affective engagement in Brazilian fangame makers and modders’ subcultures
R. Sampugnaro, S. Mica, S. Fallica, A. Bonaiuto & M. Mingrino – Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment
Cover Art: Contradictions (Filippo Minelli – http://www.filippominelli.com/contradictions/)
Books by Paolo Ruffino
Blank Arcade: Games out of Joint is more than just a sequel, mod or expansion pack. It revisits i... more Blank Arcade: Games out of Joint is more than just a sequel, mod or expansion pack. It revisits its own concept through an exhibition of experimental games and artworks that push the boundaries of game design and theory. The curators invited artists, scholars and designers to propose works that investigate and question the 'instrumentality' of entertainment. We are more and more surrounded by video games that propose to be more than just 'for fun': games for health, education, social and civic engagement and so on. But what else can games be? How can games be used for trouble-making, rather than problem-solving? How can games become environments for posing new questions about our society, beliefs, and lives in general? This is an international collection, with participating artists from North America, Europe and Asia. Curated by Lindsay D. Grace and Paolo Ruffino
Edited Journal Issues by Paolo Ruffino
'The Other Roger Caillois', in Games and Culture, Special Issue, 2017
Throughout the emergence of video games studies, the reception of French intellectual and game th... more Throughout the emergence of video games studies, the reception of French intellectual and game theorist Roger Caillois has been contradictory. On the one hand, Caillois, along with other influential contributions on game practices, provided a springboard for discourses on video games that sought to frame them as dignified cultural forms within the established philosophical domain of play. On the other hand, while using Caillois as an unavoidable benchmark, video game scholars have focused mostly or exclusively on Man, Play and Games (1958, trans. 1961), increasingly criticising it as a descriptive and positivist work. This seems to contradict a parallel and possibly much stronger intellectual legacy (and critique) of Caillois as a transversal, a-systematic and provocative thinker. Aligned with a critique of positivism that can be traced to Nietzsche, Caillois exerted a decisive influence on authors like Jean Baudrillard (see The Intelligence of Evil and the Lucidity Pact, 2004, trans. 2005). Caillois notably envisioned a resort to “diagonal sciences” that could decisively (and often controversially) cut through established approaches to play, myth, the sacred, art, and politics. Challenging what could be argued to be a unilateral reception of this author, this issue of Games and Culture provides an opportunity to envision a more complex relation between Caillois and game studies beyond the shoehorn model of text-book interpretation.
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Papers by Paolo Ruffino
This introduction provides, firstly, an overview of how subcultural theory could contribute to a study of games and gamers. It will discuss the implications of a study of video game subcultures and the complexity of such an endeavour. The first section will mostly review some of the most recent literature that addresses this topic, trying to evaluate how much has been said, and how it could contribute to a cultural study of video games. Secondly, the introduction will look at the pieces that are collected in this issue. The curated contributions are divided into two sections. The first part collects peer-reviewed essays that critically analyse specific cases and assess the relevance of a study of video game subcultures for the theoretical understanding of game culture as a whole. The second part, the “critical section” (now a constant presence in issues of GAME Journal), is comprised of texts that look at cases that have a geographical specificity.
The concept of ‘independence’ seems to have emerged in video game culture as a discursive redefinition of some of the practices of production of a game product. As such, it is not only descriptive but also generative of further practices and interpretations. In this paper I would like to propose an understanding of independent gaming not as based on an actual revolution (being it technological, economic or based on a different organization of work), but more as a change in the discourses surrounding contemporary video game culture. As such, it can be understood for the influences it receives and replicates, such as those coming from the creative industries and contemporary forms of immaterial labor. I will look at some specific cases, such as the ways in which articles, public events and the documentary 'Indie game: the movie' present independent gaming. I will debate which kind of 'independence' is outlined through the discourses produced within these contexts.
This analysis does not intend to flatten independent gaming as a mere mirroring of practices coming from other media contexts, but rather proposes to look at it from a different perspective, which could possibly support a partial redefinition of its narrative. This could advocate a milder focus on the individual as an agent of artistic and cultural innovation, and more attention instead to the practices of co-operation which might emerge from a more flexible organization in the production of digital games.
Edited books by Paolo Ruffino
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
Edited by M. B. Carbone & P. Ruffino
M. B. Carbone & P. Ruffino – Introduction: games and subcultural theory
G. Zhang – The stroller in the virtual city: spatial practice of Hong Kong players in Sleeping Dogs
R. Gallagher – From camp to kitsch? A queer eye on console fandom
T. Plothe – “I’m a rogue night elf”. Avatars, gaming and The Big Bang Theory
I. Márquez – Playing new music with old games: The chiptune subculture
G. Menotti – Videorec as gameplay: Recording of playthroughs and video game engagement
A. Harvey – Twine’s revolution: Democratization, depoliticization, and the queering of game design
H. Tyni & O. Sotamaa – Assembling a game development scene? Uncovering Finland’s largest demo party
Cover Art: KINSHASA vs AKIHABARA (Giovanni Fredi – http://kinshasavsakihabara.com)
Vol. 2 – Critical notes (non-peer reviewed)
M. Fuchs – Nordic game subcultures: between LARPers and avant-garde
T. Oliveira, E. Ferreira, L. Carvalho & A. Boechat – Tribute and Resistance: Participation and affective engagement in Brazilian fangame makers and modders’ subcultures
R. Sampugnaro, S. Mica, S. Fallica, A. Bonaiuto & M. Mingrino – Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment
Cover Art: Contradictions (Filippo Minelli – http://www.filippominelli.com/contradictions/)
Books by Paolo Ruffino
Edited Journal Issues by Paolo Ruffino
This introduction provides, firstly, an overview of how subcultural theory could contribute to a study of games and gamers. It will discuss the implications of a study of video game subcultures and the complexity of such an endeavour. The first section will mostly review some of the most recent literature that addresses this topic, trying to evaluate how much has been said, and how it could contribute to a cultural study of video games. Secondly, the introduction will look at the pieces that are collected in this issue. The curated contributions are divided into two sections. The first part collects peer-reviewed essays that critically analyse specific cases and assess the relevance of a study of video game subcultures for the theoretical understanding of game culture as a whole. The second part, the “critical section” (now a constant presence in issues of GAME Journal), is comprised of texts that look at cases that have a geographical specificity.
The concept of ‘independence’ seems to have emerged in video game culture as a discursive redefinition of some of the practices of production of a game product. As such, it is not only descriptive but also generative of further practices and interpretations. In this paper I would like to propose an understanding of independent gaming not as based on an actual revolution (being it technological, economic or based on a different organization of work), but more as a change in the discourses surrounding contemporary video game culture. As such, it can be understood for the influences it receives and replicates, such as those coming from the creative industries and contemporary forms of immaterial labor. I will look at some specific cases, such as the ways in which articles, public events and the documentary 'Indie game: the movie' present independent gaming. I will debate which kind of 'independence' is outlined through the discourses produced within these contexts.
This analysis does not intend to flatten independent gaming as a mere mirroring of practices coming from other media contexts, but rather proposes to look at it from a different perspective, which could possibly support a partial redefinition of its narrative. This could advocate a milder focus on the individual as an agent of artistic and cultural innovation, and more attention instead to the practices of co-operation which might emerge from a more flexible organization in the production of digital games.
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
Edited by M. B. Carbone & P. Ruffino
M. B. Carbone & P. Ruffino – Introduction: games and subcultural theory
G. Zhang – The stroller in the virtual city: spatial practice of Hong Kong players in Sleeping Dogs
R. Gallagher – From camp to kitsch? A queer eye on console fandom
T. Plothe – “I’m a rogue night elf”. Avatars, gaming and The Big Bang Theory
I. Márquez – Playing new music with old games: The chiptune subculture
G. Menotti – Videorec as gameplay: Recording of playthroughs and video game engagement
A. Harvey – Twine’s revolution: Democratization, depoliticization, and the queering of game design
H. Tyni & O. Sotamaa – Assembling a game development scene? Uncovering Finland’s largest demo party
Cover Art: KINSHASA vs AKIHABARA (Giovanni Fredi – http://kinshasavsakihabara.com)
Vol. 2 – Critical notes (non-peer reviewed)
M. Fuchs – Nordic game subcultures: between LARPers and avant-garde
T. Oliveira, E. Ferreira, L. Carvalho & A. Boechat – Tribute and Resistance: Participation and affective engagement in Brazilian fangame makers and modders’ subcultures
R. Sampugnaro, S. Mica, S. Fallica, A. Bonaiuto & M. Mingrino – Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment
Cover Art: Contradictions (Filippo Minelli – http://www.filippominelli.com/contradictions/)